Sunday, September 23, 2012

OK here is the next class. The fleet footed, quick thinking Explorer-

Explorers

These inquisitive souls travel
the universe seeking out all sorts of adventure. They are usually funded by
governments, trade conglomerates, research organizations, etc. They are not as
tough as Spacemen or Star Troopers but they are very skilled at staying alive.

Level

Experience

Hit Dice

(d6-1)**

Saving Throw

1

1200

1

14

2

2400

2

14

3

4800

3

13

4

9600

4

13

5

19200

5

12

6

38400

6

12

7

75000

7

11

8

150000

8

11

9

250000

9

10

10

350000

10

10

11+

+150000
per level beyond 10th.

+2 per
level*

Reduced
by 1 every two levels.

Survival: All explorers have the
ability to survive in a wide variety of environments. They must make a ST to be
able to do so. DM determines any appropriate dice mods.

Stealth: Explorers have found
that stealth is very important when dealing with many cultures.

Jack of all trades: Because they
are often working alone and usually long distances away from “home” explorers
often amass a plethora of odd and partial skills. By taking a -5 mod to their
ST an explorer can attempt a ST in something they have no knowledge of
(EXAMPLE: Jack Stardust a 3rd level Explorer and his Spaceman buddy
Dick Nova were on the Jungle planet Bongia. Dick is attacked by some strange,
half meter long, leech like creature which bites Dick and is now attached. All
attempts to remove it have caused Dick immense pain and been unsuccessful. Jack
remembers seeing a Scientist remove a similar creature from a Star Trooper back
on Sigma 7. Jack must now roll a ST of 18 or better [13 + 5 penalty = 18 ST
score].) to be able to recall what that Scientist did to remove the Creature.

Explorers can only wear light
armor/protective devises but may use any weapon.

I have also had to go back and make some modifications to the Fishmen race write up and have reposted the race here with the new mods.

The Fishmen of Planet Aquaria-

This is a race of sentient fish
humanoids. They are capable of breathing underwater and swimming at accelerated
speeds. Because they use gills to breathe with they must wear a gill tank
anytime they are out of the water. They must also immerse themselves in water
for at least 10 minutes every 24 hours or they start losing 1 CON per hour,
reaching zero CON means they are dead. CON points take 1 day per point lost to
recover. Using a water suit will make it possible to avoid the immersion
requirement but its water must be changed at least once every 7 days.

To make a Fishman character you
must have a minimum of 9 CON.

Fishmen are able to swim at a rate of 15”.

They can breathe water.

All fire damage does an
additional +2 damage per die.

All cold, frost, and ice attacks
are reduced by 50%.

Fishmen are immune to the
effects of acid due to strange mucus their skin excretes.

Fishmen are limited to level 6
as Spacemen, Level 5 as Scientist, and level 8 as a Star Trooper. They like all
races are unlimited as the Explorer class.